' Wrote:And on a more serious note:
If you want chainfire, you gotta do it yourself, the timing isn't always perfect and you must pay attention to everything else while doing it.
what most people do chain firing is just fire half the guns then the other half for faster rate of fire, not exactly any strategy on it, so auto chainfire's pretty nice, although most people here seem to say no because "doing it manually makes you more pr0"...
I never chainfired, I've always fired with just right click, but chainfire would be a nice idea, it would make doing constant damage easier.
It's not about being lazy, it's about being efficient. It seems to me this could be done with a relatively simple script. I don't know what kind of guns you guys are using in jousts but you can't just set up your chain fire and hold right click down for the entire fight. You have to redo chainfire on every pass. That is obnoxious, when there could be an option to just stagger the firing of the guns each time you right click (open fire). The less keys you need to press on each pass of a joust, the better. It's a completely valid suggestion, and it makes sense that with the level of technology present in the game, from an rp perspective, that we would have the capability to adjust the firing patterns of our weapons... something that could be done with WWI / WWII technology. The comparisons to auto trading and auto this and auto that are ridiculous. Quit trollin, bro!
[color=#FFFFFF]Being efficient is honing skill. Stop trying to find an easy way past the things other achieve with practice. Let's make the fighters fly themselves shall we? It will be super efficient, you pick your nose, drink beer, slap the monkey and whatever while the fighter does its thing
In contrary to the opinion that chainfiring gives you a better in a fight I found out that it doesn't.
Especially not with chainfiring fast-refire-guns. There seems to be a minimum amount of time necessary for the game engine to start counting hull-damage between taking out the shield and doing damage at the hull.
If you continue hitting your target with a constant stream of projectiles after taking out the shield in one run you won't do any damage. Not even if you are scoring missile-hits while hosing your target with a gun. No damage at all. I tried it with PvP as well as with NPC (even with weak ones that get blown up by a single missile hit, like CSV).
To be really efficient you have to learn how to shotgun your opponent.
So it really is all about aiming rather than fast refire-rates.
I figured that chainfiring on a fighter is not as efficient as shotgunning in terms of doing damage as well, since it makes me more lazy with aiming. The shotgunning opponent will win the fight if I concentrate on chainfiring.
It's a nice feature for a transport's counterfire though. But the above described alternating fire on a pair of type 3 turrets (800m/s 1k range refire-rate 2) does the trick sufficiently. That set can keep a snub dancing under constant fire and leave enough free hardpoints to use for heavier turrets both useful against other transports and for shotgunning snubs who carelessly come too close in a fight.
' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.
' Wrote:[color=#FFFFFF]Being efficient is honing skill. Stop trying to find an easy way past the things other achieve with practice. Let's make the fighters fly themselves shall we? It will be super efficient, you pick your nose, drink beer, slap the monkey and whatever while the fighter does its thing
Shameless +1ing.
Also, what came to my mind, was that it would just make the development for the next mod version/update longer. Nobody wants that to happen.
Also, I guess, no admin will vote for this idea really.
Lack of challenge kills hte fun as I always say.